﻿Shader "Deffered/StencilRed"
{
	SubShader{
		 Tags { "RenderType" = "Opaque" "Queue" = "Geometry"}
		 Pass {
			 Stencil {
				 Ref 2
				 Comp always
				 Pass replace
			 }

			 CGPROGRAM
			 #pragma vertex vert
			 #pragma fragment frag
			 struct appdata {
				 float4 vertex : POSITION;
			 };
			 struct v2f {
				 float4 pos : SV_POSITION;
			 };
			 v2f vert(appdata v) {
				 v2f o;
				 o.pos = UnityObjectToClipPos(v.vertex);
				 return o;
			 }
			 half4 frag(v2f i) : SV_Target {
				 return half4(1,0,0,1);
			 }
			 ENDCG
		 }
	}
}
